#ue5-engine-source

1 messages ยท Page 16 of 1

woeful hollow
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unreal symbols

wheat salmon
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Was it already finished with indexing unreal symbols?

woeful hollow
#

oh ok it's only showing me c# symbols, not c++

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ok it doesn't index plugins by default

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now it's indexing...again. Deffo a bit flaky. Gives me an excuse to go play horizon for a bit while it works ๐Ÿ˜„

lone hawk
#

Is the dynamicmesh plugin not in UE5P1 yet? Was gonna mess around with FDynamicMesh3 today but can't find it...

wheat salmon
#

Found the reason why exposed float values are set as double:
UEdGraphSchema_K2::FindSetVariableByNameFunction doesn't support it properly

snow stone
#

I love you.

frigid nebula
#

Do we know which sdk ue5p wants for Android Oculus?. Same q for visual studios.

torpid valve
#

blueprins now only support freal

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which in UE55 is double

astral ore
#

Does Texture array in ue5 support height blending with the masking vaules?

wheat salmon
# torpid valve This is actually proper handling

Well it's not as it makes it impossible to set float values.

else if(PinType.PinCategory == UEdGraphSchema_K2::PC_Real)
{
    if(PinType.PinSubCategory == UEdGraphSchema_K2::PC_Float)
    {
        SetFunctionName = FSetVariableByNameFunctionNames::SetFloatName;
    }
    else
    {
        SetFunctionName = FSetVariableByNameFunctionNames::SetDoubleName;
    }
}

This is proper handling as it will ensure to access the correct type

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aside from that, double is not supported to be exposed on spawn ๐Ÿ˜› well it is, but the code is not updated properly

torpid valve
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you are not supposed to use specific type in blueprint

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so its working as intended

wheat salmon
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Ok, what ever you say, seems you really looked into the issue I have and the fact that I fixed the issue is irrelevant.

torpid valve
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I just looked trough changes and exposing float directly was never inteded ;

wheat salmon
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exposing double is not intended according to the code

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you can't expose a double on spawn, the header tool denies it.

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with the current state of P1 you can only expose float, which then will try to set a double property. that doesn't work.
My fix now handles floats and doubles, and also allows doubles to be exposed on spawn.
But well, working as intended, if it is intended to not work.

chrome ingot
wheat salmon
#

xD what I don't get, why not just add both ๐Ÿ˜ฎ I mean we also have int and int64

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(but the change u mention is Blackboard, and not Blueprint)

chrome ingot
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you are right, was just linking to one with the changelist notes indicating the change. the change is active in the current 5.0 branch, real is not what you see anymore in blueprints

gilded pecan
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So even though it does both double/float on the same input pin, they keep the Float name for compatibility.

#

Makes sense, though why was this not the approach since the get go.

chrome ingot
#

got to try stuff and figure out what does and doesnt work before you decide on what to do ๐Ÿ™‚

jade bolt
#

What's the best way to convert a project from a UE5 source build to UE5 Preview, conversion in place assumes the UE5 source build is "newer" - and UE5 Preview won't load blueprints / maps as a result

torpid ocean
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yeah, got the same issue here - i built from source a few days back.

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i tried editing the project info in notepad but didn't wokr

full depot
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Hold on they're rolling back to single precision floating point numbers post-preview 1 ?

full depot
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My double precision was nervous for a moment

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What's the deal with TArray ? Do they leak ?

zealous yarrow
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Nope, some cpp20 compile issue

earnest geode
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Hey, so I'm currently working off of a 4.27.2 fork (virtually zero changes, I just like having the option), and I'm wanting to give UE5 preview 1 a spin with my project. Besides all the usual stuff (backing up my project, checking out the correct commit, rebuilding the engine, etc.), do I need to "convert" my project to the new version after rebuilding? Like, normally I would right-click the .uproject and convert to a different version, but in this case I can't really point it to a different folder than the one it's already pointing at.

supple coral
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The source build has been building for about 12 hours and is only at process 800/5700. Does anyone know why the build process might be taking so long?

earnest geode
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Nice! Good to know, thanks!

umbral sedge
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Anything I can delete off the preview 1 build to save some space? It took a whooping 60 GB or so

earnest geode
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@supple coral VS 2022 is a lot faster than 2019 if you're not already using it

frigid nebula
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anyone here Figure out how to get UE5P to recognize the sdk? using studio VR and r21 through 23 are installed. for oculus.

slim violet
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I did a reset hard ue5 preview 1 followed by a git clean fdx and the engine builds, but my game project is erroring out on some ue4 math classes. Anyone else come across this? I was using the 5.0 branch from about a month ago with no issue.

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The only engine change I ever make after a git reset hard is adding the public keyword in the object macros.h file like a lot of people do. Otherwise it is an unmodified engine build.

earnest geode
eager hedge
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err

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yeah, what?

slim violet
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In ObjectMacros.h, after GENERATED_BODY_STRUCT() GENERATED_BODY_LEGACY() or whatever it is, you add public:

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But I'm getting these errors a lot:

1>C:\src2\UnrealEngine-1\Engine\Source\Runtime\Core\Public\Math\Vector2D.h(653): note: could be 'UE::Math::TVector2<double> &UE::Math::TVector2<double>::operator =(UE::Math::TVector2<double> &&)'
1>C:\src2\UnrealEngine-1\Engine\Source\Runtime\Core\Public\Math\Vector2D.h(653): note: or       'UE::Math::TVector2<double> &UE::Math::TVector2<double>::operator =(const UE::Math::TVector2<double> &)'
eager hedge
#

That's definitely not something "a lot of people do" and also something you shouldn't do at all... making random variables public across the entire engine is horrible and defeats the entire purpose of having access specifiers in the first place. If the engine doesn't expose something when it should, then modify that one thing instead of this weirdness.

slim violet
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It was suggested when I was working with the ability component system

eager hedge
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First of all, anything that resolves to GENERATED_BODY_LEGACY already results in members being public until the next access specifier

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Second of all, it doesn't even make everything public. It only makes members directly after the GENERATED_BODY macro until the first real access specifier of the class/struct.

slim violet
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right

eager hedge
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And third of all - this is a horrible hack on top of the engine. Again, just modify things to be public if you need them to be.

slim violet
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it had something to do with the way the ability system component was coded. Kaos was the one who recommended it. He said he does it on his projects.

eager hedge
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kaos pls ;_;

earnest geode
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I'm not seeing any operator= declarations for UE::Math::TVector2, am I a dumb?

slim violet
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Maybe they changed something within the last month or two with it

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I haven't tracked the file down on github yet to verify

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The code that is breaking 100% has not changed in the game project

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well, that and the project was compiling just fine right before I pulled / reset to the ue5 preview 1 branch and recompiled the engine

earnest geode
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Unless they're macro-generated somewhere, I haven't looked super close at it

slim violet
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Ok, so instead of rebuild, this time I just chose to build and the error list is much smaller. Now it just is complaining about this method (which again, has not changed since I wrote it forever ago):

void URaevinGameplayStatics::BreakGeometry(const FGeometry& InGeometry, FVector2D& OutPosition, FVector2D& OutAbsolutePosition, FVector2D& OutSize, float& OutScale)
{
    OutPosition = InGeometry.Position;
    OutAbsolutePosition = InGeometry.AbsolutePosition;
    OutSize = InGeometry.Size;
    OutScale = InGeometry.Scale;
}
#

same error message

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I don't even remember writing that method, or why I wrote it. Resharper can't find any usage of it. So unless a BP is using it somewhere, it's not even used

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So I guess I'll just comment it out and see if I get any BP errors

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@eager hedgeI agree with your point. Making everything public is not good.

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My C++ was even less strong than it is now (it's not super strong now), so I just blindly did it. Being more comfortable with UE and C++, I would've just made certain methods public most likely within the ability system.

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In kaos's defense he probably was just busy and was like "here's a quick fix"

earnest geode
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Can you move out of a const reference in C++?

slim violet
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Commenting it out did indeed fix it

earnest geode
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Anyone know if UAnimGraphNode_SkeletalControlBase was moved or renamed since 4.27? (EDIT: Just needed to replace #include "AnimGraph/Classes/AnimGraphNode_SkeletalControlBase.h" with #include "AnimGraphNode_SkeletalControlBase.h")

balmy tulip
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But we didn't experience it in source and it seems this is a branch from last Thursday. So this is a relatively new change because on Monday we pulled source and didn't have this issue.

woeful hollow
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'the bad thing'

ashen kiln
limpid light
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yeah that fix is close to 2 weeks? old, and afaik in both branches

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huh you are right, it seems like its not on the 5.0 branch wtf

ashen kiln
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It's not in 5.0 ๐Ÿ™‚

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and I can confirm the random gpu device hung crashes are gone, at least until now I didn't get any ๐Ÿ™‚

limpid light
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cool then perhaps it was fixed in driver? or some other change in the 5.0 branch

ashen kiln
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@limpid light I've cherry-picked that commit into our repo based on 5.0

frigid nebula
#

Hey guys. The link for Android SDK setup on the 5P git source readme leads to documentation about UE4. Anyone succesfully launch to an Oculus from 5 preview yet? The setup command from the launcher build of 5P asks for an SDK config that the engine didn't recognize on my end. Thanks in advance.

kindred walrus
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not sure this belongs here, but: I built unreal from source and compiled the project in Dedicated Server. When I try to package the project as a dedicated server, even though I'm selecting Development configuration, the server gets made as a Shipping build. Is there an additional place where I'm supposed to set the build configuration?

kindred walrus
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^ solved the issue by building directly from cmd. In editor, when I selected Development build for Dedicated Server, the build was still generated with -serverconfig=Shipping so it might be a bug?

umbral sedge
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is the UE5 github mirror broken again?

woeful hollow
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oof, I see Mass is the same architectural mess as most epic code ๐Ÿ˜ฆ Why can't they separate framework and implementation?

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why isn't mass state tree stuff it's own module? Instead they've smashed a load of implementation code in there

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the mass state tree processor has dependencies on all the state tree tasks...it's mental

lofty idol
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It was made for the Matrix demo then hastily generalized a few months ago.

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Everyone's optimistic, but I would not bet on Mass at this stage. Rather use Flecs instead.

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My hope is that they somehow convince the Fortnite team to use it.

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๐Ÿ˜„

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(BTW it was also the team's first ever experience in both using and implementing ECS)

woeful hollow
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The Mass framework on the face of it is pretty decent....but it's got some shoddy bits that need cleaning up. There's still time.

#

it's not quite the architectural dumpster fire that AnimationInsights is ๐Ÿ˜„

young plover
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Hi can someone guide in the direction of how to fix this build issue. Thanks
edit: sorry if this is the wrong place to ask this

velvet void
#

Hello, I'm getting a lot of these errors when packaging a dedicated server build:

Source\Runtime\Core\Public\HAL\MallocBinned2.h(111): error C4668: 'DEFAULT_SERVER_FAKE_FORKS' is not defined as a preprocessor macro, replacing with '0' for '#if/#elif'

Does anyone know what causes this preprocessor macro to not be defined?

red oar
woeful hollow
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nearly, been figuring out the smart object and zone graph stuff first.

red oar
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What is smart object and zone graph tho?

woeful hollow
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zone graph is the high level graph system, there statetree processors that'll let an entity move around using it

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smart objects are an AI thing....in a nutshell, it's an object that describes itself and what you can do with it

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they connect to the zone graph

red oar
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Cool, I can't wait for tutorials on these stuff

woeful hollow
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I'll try and knock up a video tomorrow if I get the movement working

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that's a zonegraph with a couple of smart objects

red oar
#

Interesting

woeful hollow
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the state tree and signalling stuff is all just a bit of a nightmare to figure out at the moment as the debugging information is non-existent, and lots of stuff isn't visible in editor, a lot of painstaking stepping through and seeing what's going on.

gilded pecan
static copper
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A part of me wants to just message the Mass team to try out one of the modern c++ ecs libs

frank brook
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anyone getting issue with preview for delay when using a source root?

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play in editor 2-3 min delay - close bp 2-3 min delay so forth

frigid nebula
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Sorry if this was asked and answered: Anyone know how to get world partion settings to show up? I don't have this in my build (UE5P from launcher)

strong hull
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@frigid nebula you can enable it per level under tools there is a convernt level to wp button

supple coral
#

I currently have the source build downlaoded. Upon making a new c++ project I am prompted to rebuild the project so that I can run it. The rebuild had 3000+ packages for whatever reason and even after doing it I cannot open the project. If I don't build it I still cannot open the project. Both times I receive the error message: "The following modules are missing or built with a different engine version: MyProject Would you like to rebuild them now? Regardless of whether I say yes or no to this prompt the project will not open. Does anyone have even the slightest inclination as to what might be my issue?

red oar
arctic cradle
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@supple coral if you're using the source build, have you ever compiled it before? Having 3k+ jobs to do on a source build from scratch is not uncommon. If you've built before, you might be using a different build configuration?

supple coral
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I have built before

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Pretty sure I wasnโ€™t using a different configuration

arctic cradle
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Just let it finish?

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If you've updated your source build (from git or whatever) you're likely to have to rebuild 99% of it again.

ashen kiln
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They finally disabled SteamVR plugin by default

simple lynx
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Finally lol

arctic cradle
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What's wrong with tarray on 5?

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Heh.

eager hedge
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Holy fuck

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I won't have to worry about the editor turning on steamvr for new projects? This sounds worthy of a version bump to 6.0

snow stone
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where can I find a list of NECESARY SDK/NDK (versions) for Mac, Linux & Android? thank you ๐Ÿ™‡โ€โ™‚๏ธ

lofty idol
static copper
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Yeah, if I really needed to ecs it up integration is possible

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But I can't make scene components suck less easily

lofty idol
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I've given up on that. In fact, I hope it doesn't happen, because I'm sure it would qualify as a doomsday omen at this point.

torpid valve
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It's in house implementation, to get better engine integration

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otherwise I guess it would end up like unity

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nothing really done for past 5 years

lofty idol
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Did Unity yank some unknown ecs library or something? Dots is completely inhouse isn't it?

lofty idol
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Those are whole different series of issues than Mass vs Flecs, my question was mostly rhetorical.

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only reinvent it

If only!

woeful hollow
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Mass is pretty decent as far as these frameworks go. At least there's a common way of managing game data and logic outside the UObject system now.

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it's opaque and the tools are horrible right now...compared to some stuff in the engine, it's pretty good, code-wise.

minor jungle
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Does someone finally knows wtf is the difference between 5.0 and ue5-main ? Like, their goals in life.

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Ah... bliss

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Hmm... now the choice ๐Ÿค”

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I tried both tbh and like ue5, but as expected, it is broken most of the time.

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Tbh, I don't care much. It is blockout and landscape work.

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Of course, it will be better if it can be migrated. Therefore 5.0 is a bit more suitable. You can rely also on some backward compatiblity.

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Thanx btw, I'm new.

frozen gyro
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anyone seen Unable to parse D:/UnrealEngine/UE_5.0/Engine/Intermediate/LiveCoding.json (missing LinkerPath field) before? google doesn't seem to know much about it, nor forum. Project was working fine in EA2

lofty idol
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anyone know if the nanite imposter lwc bug is fixed on ue5-main?

frozen gyro
frigid nebula
lofty idol
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can't seem to find it on forums, but oh well

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I'm guessing they'll fix it eventually, and there's a workaround too, but it's kinda annoying

frigid nebula
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hey all. is valley of the ancients still avail somwhere?

chrome ingot
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yes. Where did you try looking for it?

lone ore
#

And seems to crash if you use lumen with volumetric fog.

failed assertion `Compute Function(Main_00007317_5fae56e4): incorrect type of texture (MTLTextureType2D) bound at texture binding at index 11 (expect MTLTextureType3D) for LightScatteringHistory[0].'
Received signal 6

Seems to work if you change this line:
https://github.com/EpicGames/UnrealEngine/blame/3092d0d207e32bb5cd20479238e7ad3e8c350431/Engine/Source/Runtime/Renderer/Private/VolumetricFog.cpp#L1149

From:

FRDGTexture* LightScatteringHistoryRDGTexture = BlackDummyTexture;

to

FRDGTexture* LightScatteringHistoryRDGTexture = VolumetricBlackDummyTexture;

(BlackDummyTexture is 2D, VolumetricBlackDummyTexture is 3D, LightScatteringHistoryRDGTexture expects a 3D texture.)

hazy moat
#

has anyone built 5.0 branch successfully (from 3 day ago to today latest)? thanks

hazy moat
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i tried build 2 days ago and it ended in fail with similar messages and now too

chrome ingot
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I built an hour ago, had to delete a plugin due to missing files but the rest was fine

hazy moat
#

vs 2019

chrome ingot
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it was a datasmith plugin, no issues with anything else. 2022 here

hazy moat
chrome ingot
#

sounds like the error is somewhere else, what errors in VS do you show?

hazy moat
chrome ingot
#

oh i dont know, I always build in VS. it would be somewhere in your log

arctic cradle
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Sounds like missing forward declarations.

chrome ingot
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yep thats the error I had, I just moved the DatasmithCADImporter folder out of there and ignored it

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easier than trying to fix it lol

hazy moat
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thanks, deleted that folder and trying again. sad that you cannot ignore datasmith at all. EPIC please respect option set:CompileDatasmithPlugins=false

chrome ingot
#

I always just pull out the folders then drop them back in whenever I update source, hope it gets fixed

chrome ingot
#

shrug what folder did you move?

hazy moat
chrome ingot
#

you are definitely having no luck

hazy moat
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i try after 2-4 days again

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maybe it is fixed or useless hope that set:CompileDatasmithPlugins=false is respected

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@chrome ingot thank a lot, at least now i to not have to wrap my head where is cause. Enough of worries of incoming war to worry about and head hurts like hell, i mean really hurts not rhetorically

full depot
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Actually @deep jungle could you pin something in that line ?

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The question is asked literally every second day

arctic cradle
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Nobody reads pinned messages.

deep jungle
solid cypress
#

This is interesting

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Added support for native FProperty setters and getters.

torpid valve
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wonder what it is for

gleaming knoll
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this happens when i launch the editor by clicking on Unreal-Editor.exe, any ideas how to fix it?

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nvm looks like they are outdated and for some reason the unreal build tool didn't update them when i built the engine.

scenic mauve
velvet sun
#

Hello everyone. Trying to compile UE5 source on the 5.0 branch. Got these build errors after compiling for around 16hrs. Our project won't need Android or Oculus-related project build support. Is there a way to disable those build targets in Visual Studio & maybe get rid of these source build errors? I also had previously tried having a teammate send me the UnrealEngine\Engine\Binaries\Win64 folder after he had successfully compiled it from 5.0 source and got this popup when running UnrealEditor.exe on my computer. Thanks for any help!

scenic mauve
#

FastBuildController is a project plugin of yours correct? @velvet sun

velvet sun
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Thanks for the reply. Though that plugin is in Unreal. I'm trying to build from 5.0 source without any modifications or extra plugins. Maybe the build errors are more helpful? The popup message was an earlier attempt to run a built engine from a teammate.

scenic mauve
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Which branch?

velvet sun
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5.0

scenic mauve
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oh right

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Hmm well that branch changes so frequently that might be working after a few more commits, but it also might not. Unfortunately its still a grey area.

velvet sun
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Ok. Thanks. I might try a build w/o android build support. Do you know how I'd set that in Visual Studio?

scenic mauve
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You could try making and running a ue5-slim-setup.bat instead of the standard setup.bat for that.

./Setup.bat -exclude=WinRT -exclude=Mac -exclude=MacOS -exclude=MacOSX -exclude=osx -exclude=osx64 -exclude=osx32 -exclude=Android -exclude=IOS -exclude=TVOS -exclude=Linux -exclude=Linux32 -exclude=Linux64 -exclude=linux_x64 -exclude=HTML5 -exclude=PS4 -exclude=XboxOne -exclude=Switch -exclude=Dingo -exclude=Win32 -exclude=GoogleVR -exclude=GoogleTest -exclude=LeapMotion

velvet sun
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Awesome. Thanks so much! I'll try it tonight.

torpid valve
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wtf

opaque phoenix
hearty knot
#
fatal error C1083: Cannot open include file: โ€œAndroidRuntimeSettings.generated.hโ€: No such file or directory

Anyone know fix to this issue?

limpid light
hearty knot
#

ahhh, grabbing the latest pull now

limpid light
#

Sorry that was not a reply to your question, but something else that's come up many times on this channel lately ๐Ÿ™‚
I'm not into mobile development at all, so cant help you much Im afraid.

hearty knot
split vault
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Which one is the most recent version of UE5-preview?

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I would assume UE5-main

umbral sedge
split vault
#

@umbral sedge thanks!

umbral sedge
split vault
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I just want the stuff that is the newest version

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I dont want to be using the old EA version

umbral sedge
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UE main has the latest bleeding edge stuff (5.1, 5.2, etc)
preview 1 is built on 5.0 branch which will become the 5.0 release

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5.0 is more stable and is in lockdown mode (fixes/improvements only, soon to release)

split vault
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AH, good to know

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thank you very much

split vault
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Is there some place where it says the "intended" version of Visual STudio to use for compiling the engine?

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moreover, does VS2022 work?

opaque phoenix
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It does

split vault
#

k

opaque phoenix
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Last I heard

split vault
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well, we about to find out

opaque phoenix
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Anything 2019 and above or use rider

split vault
#

๐Ÿ˜›

opaque phoenix
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I never tried 22 cuz it takes 16 hours on my device anyways

split vault
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๐Ÿ˜›

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well, i installed the new server, and installed VS2022 on it... so I am going to try with that first. If no worky, then I will report and try 2019

arctic cradle
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vs22 works fine here.

autumn axle
scenic marten
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is it worth trying to dig through and use the network prediction plugin at this point if it's not sure to be continued?
I'm making a space game and I'd like to avoid having to write my own prediction component if possible, but I've been running into a lot of errors with NP and without much documentation I'm not sure if it's going to be worth the time to read, understand, fix it, etc.

scenic marten
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unfortunately I think that's right, but hopefully someone else at epic picks up the slack and continues it since it could easily be one of the best features of ue5

full depot
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Does anyone know how to compile against PhysX instead of the buggy Chaos ?

lofty idol
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I'm not even sure if epic knows how to do it in 5.0 branch

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you won't be able to make it work without significant modifications ever since they removed disable lwc option.

full depot
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Naoooooo

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That's a regression I'm not happy about ๐Ÿ˜ฆ

autumn axle
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yeah pretty sure you straight up cant

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lwc changed too much

cloud plover
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Anyone here explored Mass? I can't get to see the cube I want to spawn

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To spare some light on what I did:

  • Spawner with DT and one trait (just the visualize with a smesh), generator that spawns 3 entities at WO
  • Place spawner in map, start pie
  • No dependency errors triggered.
  • Nothing spawns
arctic cradle
#

Get the debug symbols

umbral sedge
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is the unreal engine doc public on github somewhere?

eager hedge
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No.

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API docs are auto-generated from the source code. Other docs aren't published anywhere outside of the docs site.

cloud plover
ashen kiln
autumn axle
full depot
#

We dont talk about copyright, right, right

simple lynx
frigid nebula
#

Can anyone point me to a tutorial on how to setup Turnkey settings for UE5 for Android SDK?

lone ore
#

I haven't been able to build UE5 for MacOS on an ARM mac since this commit which seems to change a bunch of stuff related to the .NET build: https://github.com/EpicGames/UnrealEngine/commit/b6fbda72cac

Error:  An assembly specified in the application dependencies manifest (GitDependencies.deps.json) was not found:
    package: 'runtimepack.Microsoft.NETCore.App.Runtime.osx-x64', version: '3.1.9'
  path: 'SOS_README.md'

Any ideas?

#

and if I add that file to step around the error I get:

Failed to create CoreCLR, HRESULT: 0x80004005
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which makes me think the bundled files for .NET aren't right or something

merry viper
#

anyone get this error with UE5 on older graphics cards ? ```Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000008

atidxx64
atidxx64
atidxx64
atidxx64
atidxx64
atidxx64
atidxx64
atidxx64
kernel32
ntdll```

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Works fine on UE4,

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UE5 finishes the loading splash, this error occurs as soon as the editor goes to actually open up after the splash screen.

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have tried updating/rolling back drivers etc same error

quaint kindle
#

Hello everyone ๐Ÿ˜‰

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I tried the preview 1, not so bad but still has bugs

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it is possible to download the lastest 5.0 version and overright the current version to make it lunchable via the Luncher ? does someone tried this ?

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I mean compiling the source and replace the the one that was installed with the luncher

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There are several bugs in Preview that were fixed on latest github versions. Hopefully we can expect a Preview2 to come out? or recompile from the git

rapid oracle
#

hello, i already install android studio and sdk

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but the android platform still not show

#

i run SetUpAndroid.bat successfully

#

am i missing something

opaque phoenix
balmy tulip
#

Hmmm wonder why. It's not a slackers competitor. Seems like a legit resource.

autumn axle
#

is there maybe some licensing issue around distributing a binary build not within your org? Idk. I like that server tho cos it tells me which commits compile

opaque phoenix
#

umm but this is a legit place. I have shared it twice. The admin of that one drops in once in a while

zealous yarrow
#

I don't think we ever striked anyone for that server since it's a legitimately good resource

Or at least I don't remember

opaque phoenix
#

odd he is the creator of the server

opaque phoenix
#

odd

#

but I dont see a point of that one considering the source is available to public

#

๐Ÿคทโ€โ™‚๏ธ

#

well as long as they are not selling it no harm done I guess

#

of course not ๐Ÿ˜‚

#

they did not update their EA for months and preview would be a month apart at least. What else would people do?

#

just for safety I'll DM the server link instead now.

median mortar
#

My intellisense is not working in VS2022 for the UE5 engine project (Intellisense can't find any of the headers) but it works for my custom project. I'm using the prebuilt 5.0 Preview from the launcher with symbols. Any suggestions on how to fix this?

opaque phoenix
#

wait VA has problems?

median mortar
#

@lofty idol Thanks, I'll get VA setup on this machine.

vale hill
#

does anyone know where to increase the number of cores used by UBT when building?

chrome ingot
#

There is a pinned message on that

scenic mauve
#

I suspect the problem with people distributing their own builds of UE5 is the potential for it to contain something else like spyware or malware. Makes sense that Epic wants us to build our own copies or use their build only.

#

That being said, I still find the Unreal Binary Builder bot from that discord to be helpful in letting me know which git commit I can merge to and build from knowing ahead of time that it should compile without errors.

ashen kiln
#

I think it's not so required anymore, since 5.0 got into lockdown, I don't expect compile issues from now.

scenic mauve
#

The bot is for ue5-main though

ashen kiln
#

I don't see any point on using ue5-main rather than just testing.

idle plume
#

Did the rendering issues with 5.0 branch get fixed yet

#

That weird aliasing in particular

full depot
#

How did you produce that aliasing ?

idle plume
zealous yarrow
idle plume
jolly pike
#

what would be the git checkout command to get ue5 preview 1?

wheat salmon
#

just google "git checkout tag"

paper hound
#

Something is off with the ui in the preview haha ๐Ÿ˜„

gilded pecan
#

Does Lumen still not support tracing against Vertex Animation Texture / Alembic?

#

I thought they fixed this for The Matrix demo

opaque phoenix
opaque phoenix
gilded pecan
#

Hardware Raytracing

#

But maybe it was never implemented?

lofty idol
echo bough
#

Unable to read module manifest from '../../../Engine/Binaries/Win64/UnrealEditor.modules'. Module manifests are generated at build time, and must be present to locate modules at runtime. Any way I get/generate this file?

#

This happens when I click the built UnrealEditor.exe

cursive veldt
#

I've built the 5.0.0-preview-1 tag, and now when I build a plugin using command line C:\UnrealEngine\Engine\Build\BatchFiles\Build.bat UnrealEditor Win64 Development -plugin=C:\builds\unreal-plugin\5-0\als-community\ALSV4_CPP.uplugin -TargetPlatforms=Win64 -VS2019 I'm encountering errors I've never had before and honestly don't make sense to me. Error: Native pointer usage in member declaration detected [[[AALSBaseCharacter*]]]. This is disallowed for the target/module, consider TObjectPtr as an alternative.

cursive veldt
autumn axle
cedar tree
#

doesn't tarray also have that removeatswap function?

#

just wondering why the array had to be replaced by a set

autumn axle
torpid valve
#

Seems like there are pointers stored

#

maybe access to this is not linear

#

in that case TSet will be faster

swift panther
static copper
#

I always wondered if a github fork of the ue source with a link to get the binary would fulfill the agreement

#

IANAL etc, etc...

swift panther
opaque phoenix
opaque phoenix
swift panther
opaque phoenix
#

Just an observation

autumn axle
#

not to mention it would be impossible to provide support for so many builds

opaque phoenix
#

I agree. Just mentioning a problem which exists. If solved you could have way more testers...

opaque phoenix
opaque phoenix
#

read the second half. I meant EA at that frequency.

jade monolith
#

Hey fab guys any idea on how to fix this kind of problem ๐Ÿ™‚ https://pastebin.com/PcQFnSd9 // 'TUnrealPlatformMathSSEBase<Base>::RoundToInt': ambiguous call to overloaded function

limpid light
#

Also check the type of the variable you are sending there as parameter

jade monolith
#

It's because of the float double stuff ..static FORCEINLINE int32 RoundToInt(float F) So I need to call FMath::RoundToInt(float Y) (it was FMath::RoundToInt(Y) ) ?

#

or maybe => FMath::RoundToInt32(float (Y))

primal night
#

Thanks!

#

@swift panther Hi Ari, I build ue5-main almost everyday with results being posted on my discord server. Since I build and package them, would it be possible in some way to distribute the packaged build? I cannot upload to Git due to the size of the Engine.

robust pasture
#

Anyone know where the SmartObject stuff is housed in the source? I'm looking through the MassAI plugin stuff but can't find it

static copper
#

It's a different plugin

#

Under runtime iirc

delicate bear
#

Hi!
I try to compile my UE5 project but it comes up an error
I have googled it and delete .vs and compile again but it still happen
May I ask how to fix it?

Your project does not reference ".NETFramework,Version=v4.5" framework. Add a reference to ".NETFramework,Version=v4.5" in the "TargetFrameworks" property of your project file and then re-run NuGet restore.

delicate bear
#

Really Thank you!
Do you mean uninstall .NET 4.5 in my computer?~

autumn axle
static copper
#

that was my idea behind the fork

#

but to host it elsewhere with the github login required would be more correct

jade monolith
#

I have so much crash with world partition on UE5 P1 ? anyone has a stable experience?

shadow birch
ocean furnace
#

Hello so my engine has been crashing when i press "Play" and i really dont know what causes it it worked fine few days ago but now everytime i click on "Play" it just instant crashes. Any ideas?

limpid light
limpid light
#

and you are opening a project you made in 4.27 perhaps?

ocean furnace
limpid light
#

Then Im not sure. Any reason you havent upgraded your engine to preview?

ocean furnace
#

Do you think its an upgrade from early access in form of stability and etc?

limpid light
#

oh yes, not even comparable. early access build is a dumpster fire compared to preview ๐Ÿ™‚

ocean furnace
#

Oh okay, im gonna try that out and see if it works, Thank you ๐Ÿ™‚

limpid light
#

EA build is like 9 months old ๐Ÿ™‚

ocean furnace
#

Yeah i usually dont have any problems with it execpt this one.

#

Like i said, haven't really tried out working on something in the preview except looking at the new bridge integration

ocean furnace
ocean furnace
lavish grove
#

it seems velocity with landscape grass is bugged in latest 5.0, anyone else have this issue? (grass looks noisy and shows as solid colors in velocity visualiser)
or know when this issue was introduced, this issue is not present in 5.0 preview 1

livid seal
#

@lavish grove That isn't the I can't even go to look at the 3rd person BP or even open it up.

hazy moat
# lavish grove it seems velocity with landscape grass is bugged in latest 5.0, anyone else have...
opaque phoenix
#

does the blueprint editor have a filder componenr by class search (say search for all Static meshes in hirarchy)? I think it would be really useful esp when your actor gets crowded

fast sluice
#

Does anybody use Rider for UE?

It works really slow with UE5 (Launcher version, btw). Every launch it processes many files and highlighting start working after 5-10 minutes..
Everithing works super fast with UE4.

Does anyone know what might cause this issue?

wheat salmon
#

I do, not experiencing such an issue. Which version of rider are you using.

wheat salmon
#

I suggest installing the EAP version as its the only one updated^^

opaque phoenix
#

I see

#

how much of a difference in performance?

#

then why would one switch to it?

#

22 intellisense is far bearable and rider kinda stalls my laptop

#

so I guess I'm still stuck on VS... for now

#

I like rider's Unreal recommendations

#

If only I had a more powerful device

#

My current laptop is better on the GPU side

#

hmmm

#

doesnt it cost money?

#

does not seem like it would be for years tho

#

well so I am gonna call it free lol

simple lynx
#
    /// <summary>
    /// Helper methods for testing flags.  These methods perform better than the generic HasFlag which hits
    /// the GC and stalls.
    /// </summary>
#

Also looks like UHT moved to C#

eager hedge
#

That'd be quite the improvement

#

Way easier to maintain a complex parser in C# imo

simple lynx
#

Should we expect some meta specifier improvements?

eager hedge
#

Huh, looks like it supports exporting data it parses in multiple formats

#

there's both CodeGen and Json folders under Exporters - maybe so that external tools can read reflection data without relying on running the engine.

#

My guess is the intention is that this way you could have something like R#/Rider parse out UHT data without relying on hardcoded stuff in the IDE itself or launching the engine.

simple lynx
#

My naive thought was about Verse but yeah probably a scripting language does not need any of this

eager hedge
#

I'd guess that'd all be part of the engine/editor runtime anyway so it wouldn't need that.

#

This would be for external tools that want to know about reflection stuff without having to launch the engine.

#

At a glance the rest of the project doesn't look super extensible so custom UHT stuff might be off the table without source code modifications. Maybe one day...
Custom specifiers without having to dig into engine code is still on my wishlist ๐Ÿ˜ฆ

#

At least those modifications would probably be easier with UHT in C#.

simple lynx
#

Ugly, but I'll respect it

#

Assuming it's C#, anything it will provide probably will be more convenient and user friendly compared to C++ ๐Ÿ˜„ But I'm a poor man who only used to terrible C++ methods

#

Haha, how is that happening

#

I gotta learn it one day, but I'm afraid of getting used to managed environment

static copper
#

Ue++ is memory managed though

zealous yarrow
#

*UObjects only

#

Tbh I dislike C#, feels like it's trying to hold your hand and hide things to make it "easier" way too much
At least that's what it felt like 5 years ago when I last tried it

simple lynx
#

I'm more afraid that being able to do things more easily will make me feel complacent

#

I can imagine myself complaining everytime when I see a difficulty in C++ "hey, doing this in C# easy as f, why it does not exist in C++" already ๐Ÿ˜‚

#

I tried Python once, and realized a C-like syntax + easy scripting alternative is what I'm looking for instead of a weird language like that (personal opinion). And C# is exactly that ๐Ÿ˜„

#

Learning something unrelevant with C++ or learning something more relevant with C++, which one would benefit more?

#

Based on this example

eager hedge
#

Maybe something is commonly done in the C# ecosystem that would work fine in C++. But you'd never even remotely know that if you never touched C#.

#

It can be incredibly useful to know other languages even if you don't work with them regularly.

#

And knowing what other languages do to cover up C++'s pitfalls (or vice versa) can help you improve your own work.

simple lynx
#

That's a nice point actually, never thought this way

finite crow
#

When building from source, what's the number after 5.0.0-xxxxx? I built from source and mine has a 0, but a friend of mine installed Preview 1 from the launcher and he has 19044958

#

We both have Preview 1, the rest of the version number is the same (5.0.0-xxxxxx+++UE5+Release-5.0). Will we be able to both open the same project for collaboration properly?

#

I wasn't able to find 19044958 in the editor source on github. Downloading from the launcher is not an option for as I am on linux

eager hedge
#

likely the changelist number that the build was made from

#

you're not building from perforce so you don't have a changelist number. Ideally you should both be using the exact same version of the engine, though.

#

Whether you'll have problems depends on what commit you built from compared to the launcher version.

finite crow
#

Ok. I used the tag from github that was marked Ue5 Preview 1 so I think I will be ok

finite crow
#

I got my buddy to send me a test project through Github - my editor opened it but changed the EngineAssociation from 5.0 to {D64B67B7-F402-410D-9A5F-B6C7951560AF}

#

(in the uproject file)

finite crow
#

yeesh, couldn't get it working. Ended up using Lutris to grab the launcher version of the preview, which I'm running through Wine now. It's just as smooth as a native build so no harm there other than an extra step to launch it when I'm about to start working

limpid light
sweet wyvern
#

guys while fetching updates to source code, how do i update required binary files too?

static copper
#

run setup.bat again @sweet wyvern

sweet wyvern
static copper
#

uuuuh

#

I don't believe it's required

#

but I'm not 100% sure on that so you may as well if you are okay with rebuilding/rescanning

sweet wyvern
#

thanks @static copper

static copper
#

setup.bat should be something you do if it's more than a few minor commits

#

which is going to mean every time because ocd lol

#

but it will rarely see anything new

lofty idol
#

fetching (in git terms) shouldn't effect binaries.

#

if you do checkout a newer commit gitdependencies should run and download anything that's required

#

generateprojectfiles is only needed if you want to compile the entire ue5 using the ue5.sln

static copper
#

yeah, to be specific we usually compile from a game project to not compile the entire engine for no reason

lofty idol
#

it did for me for the past 5 months every week

static copper
#

maybe gitextensions is betraying me here...

lofty idol
#

I use fork, and rarely go to cli for git

#

but the behavior I see is 100% consistent

static copper
#

I'm just cloning

lofty idol
#

if you do a clone then that might be it, I just did a shallow clone once and periodically (1-2 weeks~) pulled new commits.

waxen cape
#

hi all, how do i add the ue5 engine to be available for a project?

wheat salmon
#

fix for c++20?

#

cool ๐Ÿ™‚

#

lets see if they fixed float/doable UPROPERTies being exposed on spawn or if I need to keep my fix ๐Ÿ˜›

#

hehe

#

what lib do you use or did you write them your self?

solid cypress
#

This sounds interesting

#
Remove the UEnhancedInputEngineSubsystem. This will be replaced in favor of a "World" subsystem after the player input has been separated from the player controller. This was never useable and was not a blueprint type.
#

(the part about separating input from player controller)

latent iris
#

That really is an interesting comment ๐Ÿค”

willow flame
#

Why a world subsystem of all :/

#

Surely LocalPlayer subsystem makes more sense

merry gyro
#

did they remove the unrealobjectptrtool from preview 1? migration guide says to use it, but i can't find it anywhere in the source

rare owl
quaint kindle
#

I must admit that the Preview 2 is a way more stable now.

#

and it seem that it open my 4.27.2 project prefectly now

#

๐Ÿ™‚

torpid ocean
#

i've got a test project from a source build about a week before preview 1 - which wouldn't open in preview 1 - do you lot think preview 2 will let me open that test project/

chrome ingot
#

could be, preview 2 is definitely after preview 1

#

figure out where you built your project, then look at where the tag for preview 2 is. looks like its in the middle of march 1st

torpid ocean
#

awesome stuff, i'll give that go - i did try editing a version number in the project file, but it broke world comp and failed to let me load any maps.

torpid ocean
#

interesting, still saying "likely made in a newer version"

chrome ingot
#

well do you know when you build your engine?

storm lichen
chrome ingot
#

yeah that, I assumed you did it on 5.0 lol

torpid ocean
#

yeah, no - i was stupid - believe i did main

storm lichen
#

hope it wasnt anything important ๐Ÿ™ƒ

river hill
#

Try to open it in main and migrate. Could work. Could not. If not and if itโ€™s not to much open both projects and copy paste the content of the level/assets etc. (been there)
Or do a hack in the engine where it checkes if ok to load and bypass. You might run into some broken things but depending what you have it might be not to horrible. Donโ€™t forget to save all assets then.

torpid valve
static copper
#

perhaps some strange usecase where localplayers don't cut it?

digital vessel
#

I all , I'm trying to migrate the ValleyOfTheAncient source code into ue5 prev2. I fixed some errors but now I'm stuck , could somebodies help me here ? ๐Ÿ˜…

#

InstanceLevelCollisionBPLibrary.cpp(8): [C1083] Cannot open include file: 'DynamicMesh3.h': No such file or directory.

but **DynamicMesh **Plugin is already included in PrivateDependencyModuleNames.AddRange(..)

#

then I don't understand why is not finding the relative class ๐Ÿ˜ฆ

grizzled birch
#

anyone on win11 with rider?

#

wonder if it all work smoothly.

dry halo
grizzled birch
#

cool, thanks, everytime it reboots it asks me to go through that request. ๐Ÿ˜ฆ

digital vessel
#

ryder best option ever. Imagine is able to detect even the BlueprintNativeEvent overridden in eu and put you the shortcut in the code to easily go there

lament bramble
#

I have Epic Games Launcher does not give the option to download Unreal Engine 5. Only UE 4.26 and 4.27
How to cure it, please tell me. I need UE5 to work with Metahomen

ashen kiln
#

Good to hear people on Epic also using Rider ๐Ÿ˜›

zealous yarrow
#

The church of Rider is welcoming to all ๐Ÿ˜‡

opaque phoenix
#

more chaos commits in 4.27 ๐Ÿค”

#

Makes me wonder how will chaos be in 5.0 launch? And please don't say chaotic ๐Ÿ˜‚

wispy finch
#

i always get an error when i call FAutomationEditorCommonUtils::CreateNewMap(); in tests

Error: EditCondition attempted to use an invalid operand "WorldPartition".

is this already known?

torpid valve
#

finally

ashen kiln
#

Epic devs be like..

zealous yarrow
#

Nah, Chaos is still not in a state I would call production ready

simple lynx
#

That's quite a list.. ๐Ÿ˜„

ashen kiln
#

I wish they allowed UDN for preview versions earlier, there are lot to ask about their future plans blobexpressionless

static copper
#

Half the universe's codebase...

simple lynx
#

So when you disable Chaos, UE is literally an engine without physics features lol

zealous yarrow
#

Like any other game engine with a disabled physics engine?

opaque phoenix
covert cove
#

is it normal to have a fresh UE5 build to occupy ~230GB ?

static copper
#

yes

simple lynx
#

I assumed most of the engines also included their physics engine directly into source code without modularizing it with plugins

eager hedge
#

Most engines do not modularize physics at all.

#

Being able to swap physics engines, even with a compile flag, is beyond uncommon.

#

Integrating a second engine with a new interface while ignoring the original is one thing, but this is integrating disparate engines under the same interface.

zealous yarrow
#

I meant if you remove a physics engine from any engine it's an engine without any physics features
But now I get what you meant @simple lynx

opaque phoenix
eager hedge
#

Because it's almost never necessary.

#

Physics engines are insanely complex and there are very few that are ever considered for big projects - generally just physx and havok in AAA and occasionally bullet (with exceptions for in-house engines like chaos, but those are also incredibly uncommon).

static copper
#

the actual weird part is that Chaos almost exists as a second class citizen like Physx despite it being a first party solution

#

to make it easier to switch over between them

#

(as of a few days ago I guess)

eager hedge
#

It feels like chaos was built to fit the existing physics interface with a few exceptions (mostly optional bits like cloth/hair/destruction/etc)

#

Which does limit it a bit... But my impression is that the existing way you interact with basic physics is fine so there's not much of a reason to change it.

#

And the truly new stuff is separated out anyway.

static copper
#

I guess it's just a "why make this more complicated" perspective

#

on the user side nothing changes I guess

#

users being schlubs like me who have no business trying to hoist out physics internals

simple lynx
#

Talking about PhysX removal.. How did they manage property redirects?

#

Or will we lose saved property data?

static copper
#

uuh

#

I mean, the switchover to chaos already worked before

#

It should be fine unless you are using some very specific physx features

torpid valve
#

it's the same shit as conversion from float > double

#

it cloud be done without template everything

#

but it would probabaly made it even harder

#

and btw. big internal engines

#

also use propertiary in house physics systems (;

#

it's the same as audio

#

I mean only small/medium in house engines are using wwise or fmod

static copper
#

oh yeah, there's nothing wrong with using a 3rd party solution

#

havok has been around for a bit lol

torpid valve
#

Ok

#

I've been using havok

#

and I don't understand why it is so glorified

#

this shit breaks after 2km

#

from origin

#

either way AAA engines rarerly use middelware for things like audio or physics

static copper
#

Unity's new Havok thing looked fancy

#

wonder if it got anywhere

lofty idol
static copper
#

both lol

#

I guess you answered my question

lofty idol
#

It is by far the fastest physics engine that you can license.

#

And has been used in plenty of AAA titles, even with UE4.

lunar coyote
#

I updated to UE 5.0 Preview 2, and am getting compile errors in GeneratedCodeHelpers.h. It looks like UKismetMathLibrary::GenericDivide_FloatFloat() is missing. Has anyone else run into this?

lunar coyote
acoustic whale
#

Whats the easiest way to find changes of UE5s hlsl code? I updated from UE5EA to UE5Preview and now some of my custom shaders are not working anymore. So I would like to see what changed so I can hopefully change my code according to their changes

eager hedge
# simple lynx Talking about PhysX removal.. How did they manage property redirects?

They don't. The "user"-facing APIs haven't changed whatsoever, just the backend.
Physics actors and components are almost exactly the same, so there's nothing to redirect - they aren't even new classes. The way the engine goes between the game world and the physics world has changed, but that's an implementation detail you don't need to worry about. This is why I said "it feels like chaos was built to fit the existing physics interface" - they were very intentional in not breaking the way you interact with the physics engine.
The only areas this should be an issue is with entirely new or disparate systems such as destruction, hair, etc where everything has been reworked.

solar sierra
#

And vehicles. Has anyone made a migration script for PhysX vehicles to Chaos? If not, I might make one myself (I'll gladly take pointers as to where to start).

simple lynx
static copper
#

backface collision is gone too apparently

opaque phoenix
#

I really hope chaos gets stable the as it has cloth physics support for mobile which our team is waiting for using in quest 2

ashen kiln
#

Chaos is already pretty stable though on 5.0 branch

opaque phoenix
#

is it feasible for Unreal to have a scriptable rendering pipeline like Unity anytime in the future? One of the only things I liked about Unity as it gives full control over what is rendered and how it is rendered.

opaque phoenix
eager hedge
#

I won't be surprised if they eventually show off some experiments trending in that direction but I wouldn't count on anything.

ashen kiln
opaque phoenix
# ashen kiln What kind of issues you're having with it? The most problematic part was ragdoll...

not issues it's just that we do not get much time on research in our projects and there are some visual side demands from the boss and I dont want to put anything which has a experimental mark on it and get yelled on if it goes wrong. Scouting 5 for any potential VR benifits for now. We do training sims so we dont need that fancy stuff. Cloth would be nice to have which is why I was eyeing chaos.

torpid valve
#

Some things are pluggable

#

like global illumination solver

#

but i bet it's going to be case by case

ashen kiln
#

If you're going to ever use Unreal 5, you'll have to use Chaos for physics anyways @opaque phoenix

opaque phoenix
#

Yeah I noticed

#

Just running checks to see what works and all so I can get the team to upgrade eventually.

opaque phoenix
# eager hedge "At some point in the future"? Sure. Without a major refactor of the current ren...

It is possible tho right? Not restricted cuz of C# vs C++. Cuz the problem I see is that rendering can become so situational and so many features are not provided at all like to be able to render someting on a separate layer (fps weapons) and places where you may want some deferred rendering features in forward, etc. I see a big win if this is possible as it would mean no need to touch engine source for this.

And Epic did refactor a huge chunk in 5 anyways so why not?

wheat salmon
#

Hey ๐Ÿ˜„ Is there some nifty setting I need to set in order to prevent the engine from rebuilding, if I for example squash two of my head commits or just create another branch?

lofty idol
#

Honestly, as SRP gets more and more battle tested, it is getting closer and closer to Unreal usability wise.

#

If you make your own SRP or fork URP or HDRP you are in the same boat as anyone doing renderer modifications in Unreal.

#

Unreal has upfront complexity but its interfaces is a bit more resilient, meanwhile in SRP world you will get breaking changes with no rhyme or reason even in point releases.

wheat salmon
deft nacelle
#

Is there somewhere to track the last known good build for UE5-main?

oak pilot
granite olive
#

I have a question can I roll back from 5.1 to 5.0? Or will I loose my stuff? :o

eager hedge
#

the engine will refuse to load any assets saved with 5.1. You can attempt hacking a source build to ignore that check, but worst-case it'll result in lost data.

granite olive
eager hedge
#

yes, if you rewrite asset types to convert newer structures to older ones you could theoretically do so. For any major changes that would be incredibly tedious at best.

#

there's a reason most people shouldn't have been touching ue5-main.

eager hedge
#

And no, epic did not do a major refactor on the scale of what would be required to make the whole pipeline scriptable.

strong agate
#

I think there was a tweet of a Epic staff in 2017 saying they were going in the direction of a scriptable renderer? But yeah, it's probably in a case by case basis like Iniside mentioned the GI plugin support.

eager hedge
#

I mean, it's been 5 years since then and the renderer certainly hasn't gone in that direction. Maybe they tried some experiments but it didn't really make it into a release.

lofty idol
#

not scriptable renderer but implementing a render graph, which they've done already.

eager hedge
#

Ye, if it was referring to the render graph that's another story.

#

The render graph isn't related to making things scriptable in a unity-style SRP way though.

strong agate
#

The engine should provide access to all the lighting passes in the material editor though. It would cover a lot of cases from folks that ask for a scriptable pipeline.

#

There's a plugin in marketplace that does that. So it's definitely possible.

granite olive
#

@eager hedge I'm copying my way to 5.0 now I'm literally tired of 5.1 crashing for every little thing <-<

quaint kindle
#

I found out that UE5.0 P2 Crash a lot if you use multi windows tab

#

look like a memory problem

#

if I use only one windows at time it don't crash

strong agate
#

I use it and it's pretty great, unfortunately it only works in forward for now, the creator is working on deferred support though

cursive veldt
#

Has UnrealPak been removed from Mac builds? Usually building in Xcode builds it by default but not with UE5

opaque phoenix
solar sierra
oak pilot
#

I might have a crack at it in a few weeks. I will have quite a few vehicles to convert. Even if it only manages to do 90% of the conversion, might be worth it

#

I'll ping you if I come up with a solution

wheat salmon
#

Hey ๐Ÿ™‚ I'm getting a crash in my UObject::IsDataValid(TArray<FText>& ValidationErrors) Implemented by an ActorComponent where the Owner is null ptr.
Does anyone know if this is the new expected behavior for this?

wheat salmon
#

hm while validating a BlueprintActor it doesn't have any components, that doesn't look correct

wheat salmon
#

hmm for some reason the validation does only run on some CDO and on the component templates but not on the actual actor oO

lofty idol
#

He I'd like to get into Unreal and I'm moving around a lot. Can you recommend a way for me to browse and study functions on the go?

opaque phoenix
#

wrong channel but you could do yt tutorials depending on what you wanna study.

static copper
#

(seriously, just learning the blueprint gameplay api is probably the most effecient thing)

lofty idol
#

Stop right there

#

I want to learn about Runtime Mesh Editing

static copper
lofty idol
#

Ty for sending me the first Google result

#

I owe you everything

static copper
#

any time m'lord

lofty idol
#

I will find a way

static copper
#

honestly, a decent gaming laptop could do BP stuff if you have one of those

lofty idol
#

I just wish I could look at the unrel source code without having to set everything up

static copper
#

the easiest way to do that would be the github source online

lofty idol
#

I just want to create documentation for all the plugins so I can code exactly what I want

#

Oh?

static copper
#

but obviously downloading it and opening it in an IDE will be the nicest experience

lofty idol
#

Well Google told me that I have to install unreal and visual studio

static copper
#

you need to link your epic account to github to see this

lofty idol
#

Oooh

static copper
#

instead of the entire engine

lofty idol
#

Okay I will try that in a bit. I have a laptop with visual studio I could use

static copper
#

the source is HUGE though

#

it's almost 300gb compiled

#

downloading a launcher version + the source code to read (from the engine options in the launcher) is much smaller

lofty idol
#

Uh okay

#

Yea true I just have to check the files in the Unreal(Version) folder right

static copper
lofty idol
#

Oooh okay

radiant pewter
#

where the commits, epic games chilling?

opaque phoenix
radiant pewter
#

gud, please fix physics and low fps and im happy

lofty idol
#

work is ongoing at ue5-main

#

bugfixes doesn't always scale linearly with time

opaque phoenix
errant jolt
#

Is there a way to exclude a specific file from the Unity builds? Perhaps in the *.cs files? We have one problem-child file that's blowing up one of the module compilations (all the rest are reasonable / about 1-2 minutes each).

#

(Without sticking it in a different plugin / module.)

errant jolt
#

Our project is in P4, but our engine is in Git, and it seems to want to check Git for the status of the file instead of P4.

#

I'll keep trying, though ๐Ÿ™‚

#

Yeah, checking them out in P4 didn't affect their inclusion in the Unity build, unfortunately.
0>Using 'git status' to determine working set for adaptive non-unity build (D:\Git\UnrealEngine).

opaque phoenix
#

how good is vulkan with lumen and nanite?

limpid light
paper hound
#

since the P2, I have crashes on build that are related to chaos

#

Anyone has that?

#

<ErrorMessage>Ensure condition failed: !FMath::IsNearlyZero(ConstraintSettings[ConstraintIndex].LinearPlasticityInitialDistanceSquared) [File:D:\build++UE5\Sync\Engine\Source\Runtime\Experimental\Chaos\Private\Chaos\PBDJointConstraints.cpp] [Line: 949]

static copper
#

Find the constraint and change the settings?

#

Looks like a ragdoll

#

Physics asset busted?

paper hound
#

idk, it's happening always on the game packaged

#

and time to time on the game running in the editor

static copper
#

debug the busted asset if you can catch the name in the debugger stack

paper hound
#

when it's packaged, it crash the game... in editor, I juste have an "error"

#

it wasn't happening in EA/P1

#

I'm not such an expert with debuging UE

#

I used to do that with Unity, but never got the occasion on doing that with Unreal... I guess it's too stable engine wise compared to Unity

static copper
#

it's clearly something to do with an animation moving a physics asset

paper hound
#

this is the line that cause a crash

static copper
#

in here, try to walk down the callstack and see the name of the object that is the current subject of this physics operation

paper hound
static copper
#

edge case

paper hound
#

and because in editor it's not happening 100% of the time

#

it's hard to progressively disable stuffs to see what's causing it

static copper
#

that's not what I meant

#

the callstack should have which object is calling this function further down

#

last time I had to do this it was a metahuman's eyebrow

paper hound
#

no I don't see it

#

this is what I have in build too

#

and the stack comes from a lambda function

nocturne panther
#

@paper hound everyone with a decent number of simulating objects is getting that check in P2

#

well that one and another one with bad array indexs

paper hound
#

was it reported?

nocturne panther
#

unknown, there are a lot of chaos related issues in general

#

reported a few of them, not that one

still furnace
#

Hi, we are using an installed build, what needs to be done in our project to enable C++ 17? I guess switching the CppStandard in the build.cs isn't enough? Do we need to compile the Engine differently?

wheat salmon
#

if you use UE5 C++17 is the default now

still furnace
#

Also with non epic versions? I have read somewhere that it depends on whether you are using Epics Unreal Engine via the Epic Games Launcher or a custom compiled one

wheat salmon
#

Well you can't switch the c++ standard if you don't use the source build as you also need to update the engines C++ standard

#

so either UE5 was built with c++17 and its the default, otherwise you need to compile the engine with c++17 as well

hazy moat
#

hello, anyone knows meaning? soon dx11 wont support Lumen at all or it is something else? thanks

torpid valve
#

it written pretty explicitly

#

there is no room for intepretation

hazy moat
#

Yeah i just over-asked just in case

torpid valve
#

good change, those legacy API should die

#

nothing but keeping everything behind

hazy moat
#

I just hope DX12 will be same stable as DX11 was

#

yes i agree 100% that legacy should die, less maintenance and devs can focus more on DX12 and Vulkan too

ashen kiln
#

dx11 is pretty dead for future of Unreal at this point. Majority of development goes towards dx12.

hazy moat
limpid light
#

dx12 is almost 7 years old already, time to move on from 11! ๐Ÿ™‚

hazy moat
#

I hope other legacy code mess will be removed too so devs have a clear slate for focusing important things ๐Ÿ™‚

opaque phoenix
limpid light
#

Hmm this is interesting, it states SM 6.6? 10xx Nv cards are 6.4, that could explain the crash that 2 of my team members are having

lofty bear
#

Projects that cannot use Nanite and use relatively low-poly surfaces, how can we get "bumpy" detail based on materials, without displacement? The "World Position Offset"-node in materials only work if the mesh is high-poly. Is it actually impossible?

oak pilot
arctic cradle
#

Do you actually need it do extrude from the mesh? If you just want it to look bumpy, surely a normal map can do that?

oak pilot
#

Depends on the total height of the details. Normal maps aren't great for larger variations in height

lofty bear
arctic cradle
#

True, but it's an option!

lofty bear
oak pilot
#

Checkout the materials for the brushify packs. They use POM for some finer detail like that. POM has its limits, but it can be very useful

opaque phoenix
limpid light
#

yeah they really cannot exclude the Maxwell cards from Nanite and VSM, that would be.. rough

opaque phoenix
#

but why make that move? Is this like the Win11 nonsense again?

oak pilot
#

Maybe they are setting a baseline for ue5 for future work?

opaque phoenix
#

I hoep there is a catch cuz if this is true they might shatter hope of countless

oak pilot
#

Painful as it may be, making that jump at a major version is easier

#

Yeah I wonder what the fallback is like. I've never tested it

opaque phoenix
#

Just not a good time with a chip shortage ๐Ÿ˜ฅ

oak pilot
#

Very true

opaque phoenix
#

And we have to deal with customs and exchange rate as well.

torpid valve
#

if they hold nanite and VSM back for some reason

#

I don't see reason no to cut that off

#

and fully suupport ie mesh shaders

willow flame
#

The 10## series are Pascal not Maxwell no?

#

I have a 900 series which is 2014, but 10 series is 2016, that's not that old.

#

But y'know, next gen and all that.

torpid valve
#

still i don't think supporting them when consoles support sm 6.0 will bring us anywhere

#

even steam deck support sm 6.0 -;-

willow flame
#

The current GPU market being what it is - restricting support to 20+ series is significantly cutting into your target audience on PC

torpid valve
#

I mean

#

there is alawyas Unity (;

willow flame
#

The 3000 series cards are 2 years old already and you still can't get ahold of them even

torpid valve
#

Unreal Engine just target more high end, end of specturm

willow flame
#

I don't disagree, but it's still a bold move

oak pilot
limpid light
torpid valve
#

I know

#

but if you start game now it will be released in 2-3 years

limpid light
torpid valve
#

and then there are still consoles

#

which get available faster than GPUs

limpid light
#

The most successful PC games are the one that cater to a very wide range of supported hardware

torpid valve
#

I don't say no to that

#

but I do really think that Unreal is just targeting the higher end of spectrum

#

either way we will see how it goes

#

because

#

fortnite

limpid light
#

I know we need to draw the line somewhere, but the 10xx series is still very popular out there. And getting upgrades from that is still hard today because of limited availability and proces for 20xx and above cards

torpid valve
#

will be on 5.1

limpid light
#

something like 21-22% of all Steam users are on 10xx cards

#

But lets not panic prematurely ๐Ÿ™‚ no official word on this, just the mention in that checkin linked above. the SM 6.6 atomics might be for a specific feature set, not a hard req for Nanite/VSM?

torpid valve
#

doubt it

#

seems like it plain wont render

static copper
#

dx12 still feels like it isn't a thing yet

#

It's been so long

#

Not for ue, but for games in general

opaque phoenix
latent iris
#

idTech are straight wizards with their engine.

limpid light
#

Epic is going to need a good answer for this, since UE4 is essentially discontinued at this point. But I guess you can use UE5 without Nanite/VSM on older cards

opaque phoenix
opaque phoenix
gilded pecan
#

It'd be a really weird move, that's for sure.

opaque phoenix
gilded pecan
#

My old 1070GTX handled the Valley of the Ancients project quite well at 900p (TSR'd to 1080p) @ 30fps

#

Not as nice as the 30xx series run it, but it was still a surprisingly good experience. With Nanite being 10-25% faster than it was in EA, it's a weird move.

#

Maybe the 5.1-5.2 programmable rasterizer needs SM6.6 ?

#

and they want to have it covered

opaque phoenix
opaque phoenix
gilded pecan
#

@opaque phoenix There have been a few commits concerning it in the ue5-main branch.

#

Apparently they started working on WPO for Nanite.

limpid light
#

yeah its possible the new programmable rasterizer needs that, but afaik that is only a 5.1 feature? This commit is to 5.0 branch

gilded pecan
#

I'm pretty sure this requires SM6

limpid light
#

10xx is SM 6.4

opaque phoenix
#

I wanna cry โ˜น

#

same here

ashen kiln
#

GTX 1xxx series supports SM 6.6 though @limpid light

limpid light
#

Maybe there is some misunderstanding somewhere, as to what cards support sm 6.6 etc.

limpid light
ashen kiln
#

The High-Level Shader Language or High-Level Shading Language (HLSL) is a proprietary shading language developed by Microsoft for the Direct3D 9 API to augment the shader assembly language, and went on to become the required shading language for the unified shader model of Direct3D 10 and higher.
HLSL is analogous to the GLSL shading language us...

limpid light
#

Thanks Doga, that link was very helpful

gilded pecan
#

Whatever they are currently paying you at your current studio Doga, you deserve more ๐Ÿ˜…

solid cypress
ashen kiln
#

Main issue with 1000 series are, lack of enough memory. The memory requirement with lumen + nanite is huge

torpid valve
#

ahh cloud be true

#

i also saw some commits

#

at least on p4

#

related to MVVM framework for UMG

ashen kiln
solid cypress
#

that would be really cool, was hoping to have something like that and I had event based UI binding on my plugin backlog

torpid valve
#

yeah i cloud get rid off my crude ViewModel classes ;-;

gilded pecan
#

I think the 1060 came with 6GB

#

Not that far off from the 3000 cards

static copper
#

my 3.5gb 970 sad (I replaced it though)

#

still waiting to see how Nanite does on lower end maxwell cards

#

should find somebody and make them download the preview

opaque phoenix
ashen kiln
#

Also about SM 6.4 thing, if windows version or nvidia driver is 1-2 year old, the card will default to SM 6.4 (or 6.5 depending how old your OS & driver)

#

So, if you're planning to go production with SM 6.6, beware lots of players won't be able to launch the game if they have old version of Windows 10

gilded pecan
#

That's a very good point.

ashen kiln
#

Those stuff are real pain. I mean, if you want to use new features, majority of your players will be forced to upgrade their Windows.

gilded pecan
#

SM changes being tied to Windows have always been big pain points for end users

#

It's only gotten more complicated due to the confusing naming scheme.

ashen kiln
#

Also a bad thing, it's not possible to fallback from SM 6.6 to 6.5, 6.4 etc if not available. You can only fallback to SM 5 in that case.

#

At least that's how it works in ue5-main repo atm.

static copper
#

It's probably intentional that they have just two major SM versions chilling in the engine at once

#

instead of like 5 different ones?

gilded pecan
#

By this time in 2030, we will be on Shader Model 6.9.3.2b

ashen kiln
#

Pretty useful.

gilded pecan
#

Pretty weird that this wasn't already in there.

opaque phoenix
#

so I should give up on lumen and nanite on my 1060TI?

static copper
#

oh, speak of the devil

#

how's nanite doing on your 1060ti?

#

lumen is a nogo for sure but I'm not certain if Nanite will be that bad

opaque phoenix
#

Lumen and TSR tank unless I run on 60% with medium settings where I get 60-80fps.

#

It is possible to work with it although my scene was not so complex

static copper
#

and with regular UE4 style settings + nanite meshes?

opaque phoenix
#

GI on High

ashen kiln
#

Yeah, medium disables like %90 of lumen afaik.

gilded pecan
#

It can be tweaked to work on lower end hardware, but at that point it'd be cheaper and nicer to just use baked lighting.

ashen kiln
#

I won't even bother including it on graphics settings of project for production.

gilded pecan
#

Honestly in most cases, it still makes more sense to use baked even now.

opaque phoenix
opaque phoenix
static copper
gilded pecan
#

In regards to the 10xx, I've only ever tried it on the 1070. And it worked nicely.

opaque phoenix
gilded pecan
#

The most important thing for Nanite is the disk read speed.

gilded pecan
#

And Lumen reflections without HW ray tracing are not that great

opaque phoenix
static copper
#

oh, no problem

#

I was just curious what your take on it was

#

thanks

lofty idol
#

Nanite (without high res meshes, ie using it for gpu scene) works well on 970 cards. I've converted the old elemental demo (partially) to ue5 before preview and still had comparable fps

opaque phoenix
lofty idol
#

VRAM is only an issue with very high res meshes.

limpid light
#

That might get better once we have DirectStorage enabled, then assets can be streamed way more efficiently to the GPU

lofty idol
#

I would imagine any sufficiently complex last gen scene with lots of occluders will be faster with nanite.

lofty idol
#

I don't think asset streaming will be an issue even with high res assets honestly. Matrix demo apparently only reads 10MB/s at max

#

(exact number might be wrong, but devs did say even a hard disk would work with that demo)

opaque phoenix
#

I hope we could get a comment from epic on this.

latent iris
#

Well - Fortnite needs to run on potatoes, so I'm sure they'll have a solution.

ashen kiln
#

Proxy meshes?

opaque phoenix
latent iris
#

Shifted*

#

Fortnite has been on 5.0 since like October or November

opaque phoenix
#

I mean it still does not use features from 5.0 yet

latent iris
#

At least, according to ol' Papa Tim

opaque phoenix
#

yeah but no lumen nanite yet

lofty idol
#

Fortnite's been on Chaos for a year already. But they won't be able to switch to nanite until they have the WPO support rock solid.

#

Fortnite is a very WPO heavy game.

opaque phoenix
#

Probably but I doubt they would alienate an huge chunk of their audience like that

opaque phoenix
torpid valve
#

but you all realize

#

that nanite is not needed to make game anyway ?

opaque phoenix
#

so much for the hype ๐Ÿ˜

#

2 years later and one finds out they can no longer use it

#

I guess I'll wait and watch how this turns out.

latent iris
#

I really haven't been all that hyped about Nanite/Lumen. Way more hyped about the other stuff that they don't talk about 24/7.

willow flame
#

It's probably for the best long-term tbh. Though there will definitely be UE5-based games launching within the next 12 months using those features.

#

Can't imagine fortnite is using Nanite tbh

latent iris
#

I just assume they're planning for 2026, lol

opaque phoenix
lofty idol
#

Fortnite would get so much performance out of gpu scene, both in early and late game!

hazy moat
# opaque phoenix I am stuck with a 1060TI ๐Ÿ˜“

I hope they do not drop sm5 or whatever needed to be minimum because of incoming metal alloys crisis(war of course) and need for cheaper cards. Perhaps Vulkan could be alternative for future at all? i dont know.

latent iris
#

Yeah - that ain't happening. Epic is DX through and through.

eager hedge
#

DX needs to be supported regardless for Xbox, so using it as the primary target for Windows simplifies things anyway.

lofty idol
#

Most cards should support sm6.5, but now that epic did switch to sm6.6, not so sure anymore

#

both nvidia and amd are dragging their feet for sm6.6 support on older systems

limpid light
lofty idol
#

Unsurprisingly, vulkan extension support is a mess. Who woulda thunk it? ยฏ_(ใƒ„)_/ยฏ

opaque phoenix
latent iris
#

Not necessarily. It's not like it is magic.

opaque phoenix
#

Emulators use it for upscaling, Doom Eternal runs well on it, Rainbow 6 runs better on it for me at max settings (120 fps)

#

I mean there is massive potential

opaque phoenix
latent iris
#

You can just as easily screw up VK to make it run worse. And I really wouldn't compare anyone to idTech's implementation of VK. Wizards with it I tell ya'!

#

And for R6, people report different results.

opaque phoenix
#

perhaps but I am not a graphics programmer to be able to make that conclusion

hazy moat
#

Vulkan needs to be stable for future sake too as DX is only for Windows, but Vulkan is modern world standard. BTW Red Dead Redemption 2 ran so well on Vulkan for example. I really want t believe one day UE5 runs Vulkan 100% feature parity. Correct me if i am wrong, but Vulkan supports sm 6.6 too?

crimson granite
#

Looks like HW raytracing broke again on latest

simple lynx
#

From my experience Vulkan is able to run smoother compared to DX if you have more things to render in a scene

torpid valve
#

I don't think with DX12 and Vulkan it holds true anymore

#

they are similiar enough

lofty bear
#

Bring back tessellation, or I'll send my kid to place tiny legos in front of you wherever you go

ashen kiln
#

Probably no one tried Vulkan with a Lumen+Nanite production-ready scene, it performs way much worse than DirectX 12 at the moment

#

It's like 20fps difference in my scene.

opaque phoenix
#

ouch

latent iris
#

UE's VK has always been worse then their DX.

tranquil zenith
#

What is this 'release engine staging'

limpid light
# tranquil zenith What is this 'release engine staging'

If you are referring to the branch, nothing new.. been around for months and is used to merge changes between ue5-main and 5.0 branch, and occasionally other internal branches too. Nothing for us to think about, just ignore it.

tranquil zenith
opaque phoenix
#

you will have to rebuild in most cases sadly

limpid light
tranquil zenith
limpid light
autumn axle
static copper
#

Now you get to recompile all the shaders back again

#

Weeee

torpid valve
#

i guess that's benefit of dumping dx11 for nanite ;

ashen kiln
#

"MedievalGame"

torpid valve
#

quixel sample

#

like the older one

keen quiver
#

im trying to migrate project to ue5 using ue5 source, any idea how to handle plugins? there are plenty of errors even with one i wrote

limpid light
keen quiver
limpid light
#

FVectors are now double by default

#

either update your code to use double vectors everywhere (ie not FVector3f) or stop using FVector in favor of FVector3f

#

if you look up the FVector type, you can see its just an alias now for TVector<double>

#

and FVector3f = TVector<float>, and there is also a FVector3d

keen quiver
#

Nice info, i will give it a look at my code and mention it to the source code of the plugins i use ๐Ÿ˜„

limpid light
#

good luck ๐Ÿ™‚

#

Has anyone had to deal with invalid WP references on actors and how to clean it up?
Errors like this: Actor Landscape have missing references to 0DFDC5554ED5E0356E71F9ADAE9FC958

keen quiver
#

maybe "show redirectors" filter in content browser can help you. filters > other filters > show redirectors

or maybe the reference viewer. Rightclick on folder > reference viewer

limpid light
#

these are in-level actor references for world partition, not asset refs ๐Ÿ™‚

tranquil zenith
#

Hm. Wanting to take a look at the new niagara fluid sim stuff, but enabling the plugin and restarting doesn't reveal any new content anywhere

limpid light
#

It's been a while since I switched VS versions on Unreal, and I remember there was something simple with that I'm forgetting now. I'm trying to switch over to the VS2022 compiler.
Changed the project settings to use 2022 toolset.
Tried running GenerateProjectFiles.bat with -vs2022 (and even -2022) parameters
and a few more things

But in the end I still get this :/
Using Visual Studio 2019 14.29.30133 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.29.30133) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10).

I remember having an issue in the past with some registry setting overriding.

Any easy steps to switching over to the VS2022 toolchain?

tranquil zenith
#

I had this same issue last night and literally all I did was update from vs 2019 to the latest build and fixed it. Sorry this comment wasnt more helpful

limpid light
#

Yeah my problem seems to be the VS2022 toolchain isn't being detected, even though I have it installed

Found Visual Studio installation: C:\Program Files\Microsoft Visual Studio\2022\Community (Product=Microsoft.VisualStudio.Product.Community, Version=17.0.32112.339)
Found Visual Studio toolchain: C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.29.30133 (Family=14.29.30133, FamilyRank=0, Version=14.29.30133, Is64Bit=True, Preview=False, Architecture=x64, Error=False, Redist=C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Redist\MSVC\14.29.30133)```
limpid light
eager hedge
torpid valve
zealous yarrow
#

Hm sounds like they might have not given up on the network prediction yet ๐Ÿค”

torpid valve
#

all things considering

#

I think

#

Network Prediction is dead

#

this is just attempt from different direction

urban perch
#

UE5 has been compilng for like 8 hours now I hope it works XD

marble sedge
marble sedge
urban perch
#

@marble sedge Uhh. I pressed "build". ๐Ÿคท๐Ÿผโ€โ™‚๏ธ It works though!!

marble sedge
urban perch
#

Oy, well it's already done. But I'm curious what you mean. I was just following the official instructions.

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Oh you mean you right click this?

astral ore
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Guys any update on foliage for nanite from github?

strong hull
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@astral ore i know masked materials work on main with nanite other then that i think it might be a minute till we see more so they can lockdown 5.0 release and when more is happening you will see this place full of foliage haha

astral ore